1 | /* |
1 | /* |
2 | * This file is part of Deliantra, the Roguelike Realtime MMORPG. |
2 | * This file is part of Deliantra, the Roguelike Realtime MMORPG. |
3 | * |
3 | * |
4 | * Copyright (©) 2005,2006,2007 Marc Alexander Lehmann / Robin Redeker / the Deliantra team |
4 | * Copyright (©) 2005,2006,2007,2008,2009,2010 Marc Alexander Lehmann / Robin Redeker / the Deliantra team |
5 | * Copyright (©) 2002,2007 Mark Wedel & Crossfire Development Team |
5 | * Copyright (©) 2002 Mark Wedel & Crossfire Development Team |
6 | * Copyright (©) 1992,2007 Frank Tore Johansen |
6 | * Copyright (©) 1992 Frank Tore Johansen |
7 | * |
7 | * |
8 | * Deliantra is free software: you can redistribute it and/or modify |
8 | * Deliantra is free software: you can redistribute it and/or modify it under |
9 | * it under the terms of the GNU General Public License as published by |
9 | * the terms of the Affero GNU General Public License as published by the |
10 | * the Free Software Foundation, either version 3 of the License, or |
10 | * Free Software Foundation, either version 3 of the License, or (at your |
11 | * (at your option) any later version. |
11 | * option) any later version. |
12 | * |
12 | * |
13 | * This program is distributed in the hope that it will be useful, |
13 | * This program is distributed in the hope that it will be useful, |
14 | * but WITHOUT ANY WARRANTY; without even the implied warranty of |
14 | * but WITHOUT ANY WARRANTY; without even the implied warranty of |
15 | * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the |
15 | * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the |
16 | * GNU General Public License for more details. |
16 | * GNU General Public License for more details. |
17 | * |
17 | * |
18 | * You should have received a copy of the GNU General Public License |
18 | * You should have received a copy of the Affero GNU General Public License |
19 | * along with this program. If not, see <http://www.gnu.org/licenses/>. |
19 | * and the GNU General Public License along with this program. If not, see |
|
|
20 | * <http://www.gnu.org/licenses/>. |
20 | * |
21 | * |
21 | * The authors can be reached via e-mail to <support@deliantra.net> |
22 | * The authors can be reached via e-mail to <support@deliantra.net> |
22 | */ |
23 | */ |
23 | |
24 | |
24 | /* Oct 3, 1995 - Code laid down for initial gods, priest alignment, and |
25 | /* Oct 3, 1995 - Code laid down for initial gods, priest alignment, and |
… | |
… | |
35 | #include <sproto.h> |
36 | #include <sproto.h> |
36 | |
37 | |
37 | /** |
38 | /** |
38 | * Returns the id of specified god. |
39 | * Returns the id of specified god. |
39 | */ |
40 | */ |
40 | int |
41 | static int |
41 | lookup_god_by_name (const char *name) |
42 | lookup_god_by_name (shstr_cmp name) |
42 | { |
43 | { |
43 | int godnr = -1; |
44 | if (name) |
44 | size_t nmlen = strlen (name); |
|
|
45 | |
|
|
46 | if (name && strcmp (name, "none")) |
|
|
47 | { |
|
|
48 | godlink *gl; |
|
|
49 | |
|
|
50 | for (gl = first_god; gl; gl = gl->next) |
45 | for (godlink *gl = first_god; gl; gl = gl->next) |
51 | if (!strncmp (name, gl->name, MIN ((size_t) strlen (gl->name), nmlen))) |
46 | if (gl->name == name) |
52 | break; |
|
|
53 | |
|
|
54 | if (gl) |
|
|
55 | godnr = gl->id; |
47 | return gl->id; |
56 | } |
|
|
57 | |
48 | |
58 | return godnr; |
49 | return -1; |
59 | } |
50 | } |
60 | |
51 | |
61 | /** |
52 | /** |
62 | * Returns pointer to specified god's object through pntr_to_god_obj.. |
53 | * Returns pointer to specified god's object through pntr_to_god_obj.. |
63 | */ |
54 | */ |
64 | object * |
55 | object * |
65 | find_god (const char *name) |
56 | find_god (shstr_cmp name) |
66 | { |
57 | { |
67 | object *god = NULL; |
|
|
68 | |
|
|
69 | if (name) |
58 | if (name) |
70 | { |
|
|
71 | godlink *gl; |
|
|
72 | |
|
|
73 | for (gl = first_god; gl; gl = gl->next) |
59 | for (godlink *gl = first_god; gl; gl = gl->next) |
74 | if (!strcmp (name, gl->name)) |
60 | if (gl->name == name) |
75 | break; |
|
|
76 | if (gl) |
|
|
77 | god = pntr_to_god_obj (gl); |
61 | return pntr_to_god_obj (gl); |
78 | } |
62 | |
79 | return god; |
63 | return 0; |
|
|
64 | } |
|
|
65 | |
|
|
66 | /** |
|
|
67 | * Returns a string that is the name of the god that should be natively worshipped by a |
|
|
68 | * creature of who has race *race |
|
|
69 | * if we can't find a god that is appropriate, we return NULL |
|
|
70 | */ |
|
|
71 | static shstr_tmp |
|
|
72 | get_god_for_race (shstr_cmp race) |
|
|
73 | { |
|
|
74 | if (race) |
|
|
75 | for (godlink *gl = first_god; gl; gl = gl->next) |
|
|
76 | if (gl->arch->race == race) |
|
|
77 | return gl->name; |
|
|
78 | |
|
|
79 | return shstr_tmp (); |
80 | } |
80 | } |
81 | |
81 | |
82 | /** |
82 | /** |
83 | * Determines if op worships a god. |
83 | * Determines if op worships a god. |
84 | * Returns the godname if they do or "none" if they have no god. |
84 | * Returns the godname if they do or "none" if they have no god. |
85 | * In the case of an NPC, if they have no god, we try and guess |
85 | * In the case of an NPC, if they have no god, we try and guess |
86 | * who they should worship based on their race. If that fails we |
86 | * who they should worship based on their race. If that fails we |
87 | * give them a random one. |
87 | * give them a random one. |
88 | */ |
88 | */ |
89 | |
89 | shstr_tmp |
90 | const char * |
|
|
91 | determine_god (object *op) |
90 | determine_god (object *op) |
92 | { |
91 | { |
93 | int godnr = -1; |
|
|
94 | const char *godname; |
|
|
95 | |
|
|
96 | /* spells */ |
92 | /* spells */ |
97 | if ((op->type == SPELL || op->type == SPELL_EFFECT) && op->title) |
93 | if ((op->type == SPELL || op->type == SPELL_EFFECT) && op->title) |
98 | { |
|
|
99 | if (lookup_god_by_name (op->title) >= 0) |
94 | if (lookup_god_by_name (op->title) >= 0) |
100 | return op->title; |
95 | return op->title; |
|
|
96 | |
|
|
97 | if (!op->is_player () && op->flag [FLAG_ALIVE]) |
101 | } |
98 | { |
102 | |
|
|
103 | if (op->type != PLAYER && QUERY_FLAG (op, FLAG_ALIVE)) |
|
|
104 | { |
|
|
105 | |
|
|
106 | /* find a god based on race */ |
99 | /* find a god based on race */ |
107 | if (!op->title) |
100 | if (!op->title) |
108 | { |
|
|
109 | if (op->race) |
|
|
110 | { |
|
|
111 | godname = get_god_for_race (op->race); |
101 | op->title = get_god_for_race (op->race); |
112 | |
|
|
113 | if (godname) |
|
|
114 | op->title = godname; |
|
|
115 | } |
|
|
116 | } |
|
|
117 | |
102 | |
118 | /* find a random god */ |
103 | /* find a random god */ |
119 | if (!op->title) |
104 | if (!op->title) |
120 | { |
105 | { |
121 | godlink *gl = first_god; |
|
|
122 | |
|
|
123 | godnr = rndm (1, gl->id); |
106 | int godnr = rndm (1, first_god->id); |
124 | while (gl) |
107 | |
125 | { |
108 | for (godlink *gl = first_god; gl; gl = gl->next) |
126 | if (gl->id == godnr) |
109 | if (gl->id == godnr) |
|
|
110 | { |
|
|
111 | op->title = gl->name; |
127 | break; |
112 | break; |
128 | |
|
|
129 | gl = gl->next; |
|
|
130 | } |
113 | } |
131 | |
|
|
132 | op->title = gl->name; |
|
|
133 | } |
114 | } |
134 | |
115 | |
135 | return op->title; |
116 | return op->title; |
136 | } |
117 | } |
137 | |
|
|
138 | |
118 | |
139 | /* The god the player worships is in the praying skill (native skill |
119 | /* The god the player worships is in the praying skill (native skill |
140 | * not skill tool). Since a player can only have one instance of |
120 | * not skill tool). Since a player can only have one instance of |
141 | * that skill, once we find it, we can return, either with the |
121 | * that skill, once we find it, we can return, either with the |
142 | * title or "none". |
122 | * title or "none". |
143 | */ |
123 | */ |
144 | if (op->type == PLAYER) |
124 | if (op->type == PLAYER) |
145 | { |
|
|
146 | for (object *tmp = op->inv; tmp; tmp = tmp->below) |
125 | for (object *tmp = op->inv; tmp; tmp = tmp->below) |
147 | if (tmp->type == SKILL && tmp->subtype == SK_PRAYING) |
126 | if (tmp->type == SKILL && tmp->subtype == SK_PRAYING) |
148 | { |
127 | { |
149 | if (tmp->title) |
128 | if (tmp->title) |
150 | return tmp->title; |
129 | return tmp->title; |
151 | else |
130 | |
152 | return "none"; |
131 | break; |
153 | } |
132 | } |
154 | } |
|
|
155 | |
133 | |
156 | return "none"; |
134 | return shstr_none; |
157 | } |
135 | } |
158 | |
136 | |
159 | /** |
137 | /** |
160 | * Returns 1 if s1 and s2 are the same - either both NULL, or strcmp( ) == 0 |
138 | * Returns 1 if s1 and s2 are the same - either both NULL, or strcmp( ) == 0 |
161 | */ |
139 | */ |
162 | static int |
140 | static int |
163 | same_string (const char *s1, const char *s2) |
141 | same_string (const char *s1, const char *s2) |
164 | { |
142 | { |
165 | if (s1 == NULL) |
143 | if (s1 == s2) |
166 | if (s2 == NULL) |
|
|
167 | return 1; |
144 | return 1; |
|
|
145 | else if (s1 && s2) |
|
|
146 | return !strcmp (s1, s2); |
168 | else |
147 | else |
169 | return 0; |
|
|
170 | else if (s2 == NULL) |
|
|
171 | return 0; |
148 | return 0; |
172 | else |
|
|
173 | return strcmp (s1, s2) == 0; |
|
|
174 | } |
149 | } |
175 | |
150 | |
176 | /** |
151 | /** |
177 | * Checks for any occurrence of the given 'item' in the inventory of 'op' (recursively). |
152 | * Checks for any occurrence of the given 'item' in the inventory of 'op' (recursively). |
178 | * Any matching items in the inventory are deleted, and a |
153 | * Any matching items in the inventory are deleted, and a |
… | |
… | |
192 | |
167 | |
193 | if (tmp->type == item->type |
168 | if (tmp->type == item->type |
194 | && same_string (tmp->name, item->name) |
169 | && same_string (tmp->name, item->name) |
195 | && same_string (tmp->title, item->title) && same_string (tmp->msg, item->msg) && same_string (tmp->slaying, item->slaying)) |
170 | && same_string (tmp->title, item->title) && same_string (tmp->msg, item->msg) && same_string (tmp->slaying, item->slaying)) |
196 | { |
171 | { |
197 | |
|
|
198 | /* message */ |
172 | /* message */ |
199 | if (tmp->nrof > 1) |
173 | new_draw_info_format (NDI_UNIQUE, 0, op, |
200 | new_draw_info_format (NDI_UNIQUE, 0, op, "The %s crumble to dust!", query_short_name (tmp)); |
174 | tmp->nrof > 1 ? "The %s crumble to dust!" : "The %s crumbles to dust!", |
201 | else |
175 | query_short_name (tmp)); |
202 | new_draw_info_format (NDI_UNIQUE, 0, op, "The %s crumbles to dust!", query_short_name (tmp)); |
|
|
203 | |
176 | |
204 | tmp->remove (); /* remove obj from players inv. */ |
177 | tmp->destroy (); |
205 | esrv_del_item (op->contr, tmp->count); /* notify client */ |
|
|
206 | tmp->destroy (); /* free object */ |
|
|
207 | } |
178 | } |
208 | |
179 | |
209 | if (tmp->inv) |
180 | if (tmp->inv) |
210 | follower_remove_similar_item (tmp, item); |
181 | follower_remove_similar_item (tmp, item); |
211 | } |
182 | } |
… | |
… | |
237 | * God gives an item to the player. |
208 | * God gives an item to the player. |
238 | */ |
209 | */ |
239 | static int |
210 | static int |
240 | god_gives_present (object *op, object *god, treasure *tr) |
211 | god_gives_present (object *op, object *god, treasure *tr) |
241 | { |
212 | { |
242 | object *tmp; |
|
|
243 | |
|
|
244 | if (!tr->item) |
213 | if (!tr->item) |
245 | return 0; |
214 | return 0; |
246 | |
215 | |
247 | if (follower_has_similar_item (op, tr->item)) |
216 | if (follower_has_similar_item (op, tr->item)) |
248 | return 0; |
217 | return 0; |
249 | |
218 | |
250 | tmp = arch_to_object (tr->item); |
219 | object *tmp = tr->item->instance (); |
251 | new_draw_info_format (NDI_UNIQUE, 0, op, "%s lets %s appear in your hands.", &god->name, query_short_name (tmp)); |
220 | new_draw_info_format (NDI_UNIQUE, 0, op, "%s lets %s appear in your hands.", &god->name, query_short_name (tmp)); |
252 | tmp = insert_ob_in_ob (tmp, op); |
221 | op->insert (tmp); |
253 | if (op->type == PLAYER) |
|
|
254 | esrv_send_item (op, tmp); |
|
|
255 | |
222 | |
256 | return 1; |
223 | return 1; |
257 | } |
|
|
258 | |
|
|
259 | /** |
|
|
260 | * Player prays at altar. |
|
|
261 | * Checks for god changing, divine intervention, and so on. |
|
|
262 | */ |
|
|
263 | void |
|
|
264 | pray_at_altar (object *pl, object *altar, object *skill) |
|
|
265 | { |
|
|
266 | object *pl_god = find_god (determine_god (pl)); |
|
|
267 | |
|
|
268 | if (INVOKE_PLAYER (PRAY_ALTAR, pl->contr, ARG_OBJECT (altar), ARG_OBJECT (skill))) |
|
|
269 | return; |
|
|
270 | |
|
|
271 | /* If non consecrate altar, don't do anything */ |
|
|
272 | if (!altar->other_arch) |
|
|
273 | return; |
|
|
274 | |
|
|
275 | /* hmm. what happend depends on pl's current god, level, etc */ |
|
|
276 | if (!pl_god) |
|
|
277 | { /*new convert */ |
|
|
278 | become_follower (pl, altar->other_arch); |
|
|
279 | return; |
|
|
280 | } |
|
|
281 | else if (!strcmp (&pl_god->name, altar->other_arch->object::name)) |
|
|
282 | { |
|
|
283 | /* pray at your gods altar */ |
|
|
284 | int bonus = (pl->stats.Wis + skill->level) / 10; |
|
|
285 | |
|
|
286 | /* we can get neg grace up faster */ |
|
|
287 | if (pl->stats.grace < 0) |
|
|
288 | pl->stats.grace += (bonus > -1 * (pl->stats.grace / 10) ? bonus : -1 * (pl->stats.grace / 10)); |
|
|
289 | |
|
|
290 | /* we can super-charge grace to 2x max */ |
|
|
291 | if (pl->stats.grace < 2 * pl->stats.maxgrace) |
|
|
292 | pl->stats.grace += bonus / 2; |
|
|
293 | else |
|
|
294 | pl->stats.grace = 2 * pl->stats.maxgrace; |
|
|
295 | |
|
|
296 | /* Every once in a while, the god decides to checkup on their |
|
|
297 | * follower, and may intervene to help them out. |
|
|
298 | */ |
|
|
299 | bonus = MAX (1, bonus + MAX (pl->stats.luck, -3)); /* -- DAMN -- */ |
|
|
300 | |
|
|
301 | if (((random_roll (0, 399, pl, PREFER_LOW)) - bonus) < 0) |
|
|
302 | god_intervention (pl, pl_god, skill); |
|
|
303 | } |
|
|
304 | else |
|
|
305 | { /* praying to another god! */ |
|
|
306 | uint64 loss = 0; |
|
|
307 | int angry = 1; |
|
|
308 | |
|
|
309 | /* I believe the logic for detecting opposing gods was completely |
|
|
310 | * broken - I think it should work now. altar->other_arch |
|
|
311 | * points to the god of this altar (which we have |
|
|
312 | * already verified is non null). pl_god->other_arch |
|
|
313 | * is the opposing god - we need to verify that exists before |
|
|
314 | * using its values. |
|
|
315 | */ |
|
|
316 | if (pl_god->other_arch && (altar->other_arch->archname == pl_god->other_arch->archname)) |
|
|
317 | { |
|
|
318 | angry = 2; |
|
|
319 | if (random_roll (0, skill->level + 2, pl, PREFER_LOW) - 5 > 0) |
|
|
320 | { |
|
|
321 | object *tmp; |
|
|
322 | |
|
|
323 | /* you really screwed up */ |
|
|
324 | angry = 3; |
|
|
325 | new_draw_info_format (NDI_UNIQUE | NDI_NAVY, 0, pl, "Foul Priest! %s punishes you!", &pl_god->name); |
|
|
326 | tmp = get_archetype (LOOSE_MANA); |
|
|
327 | cast_magic_storm (pl, tmp, pl_god->level + 20); |
|
|
328 | } |
|
|
329 | else |
|
|
330 | new_draw_info_format (NDI_UNIQUE | NDI_NAVY, 0, pl, "Foolish heretic! %s is livid!", &pl_god->name); |
|
|
331 | } |
|
|
332 | else |
|
|
333 | new_draw_info_format (NDI_UNIQUE | NDI_NAVY, 0, pl, "Heretic! %s is angered!", &pl_god->name); |
|
|
334 | |
|
|
335 | /* whether we will be successfull in defecting or not - |
|
|
336 | * we lose experience from the clerical experience obj |
|
|
337 | */ |
|
|
338 | |
|
|
339 | loss = angry * (skill->stats.exp / 10); |
|
|
340 | if (loss) |
|
|
341 | change_exp (pl, -random_roll64 (0, loss, pl, PREFER_LOW), skill ? &skill->skill : "none", SK_SUBTRACT_SKILL_EXP); |
|
|
342 | |
|
|
343 | /* May switch Gods, but its random chance based on our current level |
|
|
344 | * note it gets harder to swap gods the higher we get |
|
|
345 | */ |
|
|
346 | if ((angry == 1) && !(random_roll (0, skill->level, pl, PREFER_LOW))) |
|
|
347 | become_follower (pl, altar->other_arch); |
|
|
348 | else |
|
|
349 | { |
|
|
350 | /* toss this player off the altar. He can try again. */ |
|
|
351 | new_draw_info (NDI_UNIQUE | NDI_NAVY, 0, pl, "A divine force pushes you off the altar."); |
|
|
352 | pl->contr->fire_on = 0; |
|
|
353 | pl->speed_left = 1.f; |
|
|
354 | move_player (pl, absdir (pl->facing + 4)); /* back him off the way he came. */ |
|
|
355 | } |
|
|
356 | } |
|
|
357 | } |
224 | } |
358 | |
225 | |
359 | /** |
226 | /** |
360 | * Removes special prayers given by a god. |
227 | * Removes special prayers given by a god. |
361 | */ |
228 | */ |
… | |
… | |
375 | next_tmp = tmp->below; |
242 | next_tmp = tmp->below; |
376 | |
243 | |
377 | /* we mark special prayers with the STARTEQUIP flag, so if it isn't |
244 | /* we mark special prayers with the STARTEQUIP flag, so if it isn't |
378 | * in that category, not something we need to worry about. |
245 | * in that category, not something we need to worry about. |
379 | */ |
246 | */ |
380 | if (tmp->type != SPELL || !QUERY_FLAG (tmp, FLAG_STARTEQUIP)) |
247 | if (tmp->type != SPELL || !tmp->flag [FLAG_STARTEQUIP]) |
381 | continue; |
248 | continue; |
382 | |
249 | |
383 | if (god->randomitems == NULL) |
250 | if (god->randomitems == NULL) |
384 | { |
251 | { |
385 | LOG (llevError, "BUG: check_special_prayers(): god %s without randomitems\n", &god->name); |
252 | LOG (llevError, "BUG: check_special_prayers(): god %s without randomitems\n", &god->name); |
… | |
… | |
406 | { |
273 | { |
407 | remove = 0; |
274 | remove = 0; |
408 | break; |
275 | break; |
409 | } |
276 | } |
410 | } |
277 | } |
|
|
278 | |
411 | if (remove) |
279 | if (remove) |
|
|
280 | do_forget_spell (op, tmp->name); |
|
|
281 | } |
|
|
282 | } |
|
|
283 | |
|
|
284 | /** |
|
|
285 | * Unapplies up to number worth of items of type |
|
|
286 | */ |
|
|
287 | static void |
|
|
288 | stop_using_item (object *op, int type, int number) |
|
|
289 | { |
|
|
290 | for (object *tmp = op->inv; tmp && number; tmp = tmp->below) |
|
|
291 | if (tmp->type == type && tmp->flag [FLAG_APPLIED]) |
412 | { |
292 | { |
413 | /* just do the work of removing the spell ourselves - we already |
293 | op->apply (tmp, AP_UNAPPLY | AP_IGNORE_CURSE); |
414 | * know that the player knows the spell |
294 | --number; |
415 | */ |
|
|
416 | new_draw_info_format (NDI_UNIQUE | NDI_NAVY, 0, op, "You lose knowledge of %s.", &tmp->name); |
|
|
417 | player_unready_range_ob (op->contr, tmp); |
|
|
418 | tmp->destroy (); |
|
|
419 | } |
295 | } |
|
|
296 | } |
420 | |
297 | |
|
|
298 | /** |
|
|
299 | * If the god does/doesnt have this flag, we |
|
|
300 | * give/remove it from the experience object if it doesnt/does |
|
|
301 | * already exist. For players only! |
|
|
302 | */ |
|
|
303 | static void |
|
|
304 | update_priest_flag (object *god, object *exp_ob, uint32 flag) |
|
|
305 | { |
|
|
306 | if (god->flag [flag] && !exp_ob->flag [flag]) |
|
|
307 | exp_ob->flag [flag]; |
|
|
308 | else if (exp_ob->flag [flag] && !god->flag [flag]) |
|
|
309 | { |
|
|
310 | /* When this is called with the exp_ob set to the player, |
|
|
311 | * this check is broken, because most all players arch |
|
|
312 | * allow use of weapons. I'm not actually sure why this |
|
|
313 | * check is here - I guess if you had a case where the |
|
|
314 | * value in the archetype (wisdom) should over ride the restrictions |
|
|
315 | * the god places on it, this may make sense. But I don't think |
|
|
316 | * there is any case like that. |
|
|
317 | */ |
|
|
318 | |
|
|
319 | /* if (!(QUERY_FLAG(&(exp_ob->arch->clone),flag)))*/ |
|
|
320 | exp_ob->clr_flag (flag); |
421 | } |
321 | }; |
|
|
322 | } |
|
|
323 | |
|
|
324 | /** |
|
|
325 | * Forbids or let player use something item type. |
|
|
326 | * op is the player. |
|
|
327 | * exp_obj is the widsom experience. |
|
|
328 | * flag is the flag to check against. |
|
|
329 | * string is the string to print out. |
|
|
330 | */ |
|
|
331 | static int |
|
|
332 | worship_forbids_use (object *op, object *exp_obj, uint32 flag, const char *string) |
|
|
333 | { |
|
|
334 | if (op->arch->flag [flag]) |
|
|
335 | if (op->flag [flag] != exp_obj->flag [flag]) |
|
|
336 | { |
|
|
337 | update_priest_flag (exp_obj, op, flag); |
|
|
338 | if (op->flag [flag]) |
|
|
339 | new_draw_info_format (NDI_UNIQUE, 0, op, "You may use %s again.", string); |
|
|
340 | else |
|
|
341 | { |
|
|
342 | new_draw_info_format (NDI_UNIQUE, 0, op, "You are forbidden to use %s.", string); |
|
|
343 | return 1; |
|
|
344 | } |
|
|
345 | } |
|
|
346 | |
|
|
347 | return 0; |
422 | } |
348 | } |
423 | |
349 | |
424 | /** |
350 | /** |
425 | * This function is called whenever a player has |
351 | * This function is called whenever a player has |
426 | * switched to a new god. It handles basically all the stat changes |
352 | * switched to a new god. It handles basically all the stat changes |
… | |
… | |
433 | object *old_god = NULL; /* old god */ |
359 | object *old_god = NULL; /* old god */ |
434 | treasure *tr; |
360 | treasure *tr; |
435 | object *item, *skop, *next; |
361 | object *item, *skop, *next; |
436 | int i, sk_applied, undeadified = 0; /* Turns to true if changing god can changes the undead status of the player. */ |
362 | int i, sk_applied, undeadified = 0; /* Turns to true if changing god can changes the undead status of the player. */ |
437 | |
363 | |
438 | |
|
|
439 | old_god = find_god (determine_god (op)); |
364 | old_god = find_god (determine_god (op)); |
440 | |
365 | |
441 | /* take away any special god-characteristic items. */ |
366 | /* take away any special god-characteristic items. */ |
442 | for (item = op->inv; item != NULL; item = next) |
367 | for (item = op->inv; item; item = next) |
443 | { |
368 | { |
444 | next = item->below; |
369 | next = item->below; |
|
|
370 | |
445 | // remove all invisible startequip items which are not skill, exp or force |
371 | // remove all invisible startequip items which are not skill, exp or force |
446 | if (QUERY_FLAG (item, FLAG_STARTEQUIP) && item->invisible && |
372 | if (item->flag [FLAG_STARTEQUIP] && item->invisible && |
447 | (item->type != SKILL) && (item->type != FORCE)) |
373 | (item->type != SKILL) && (item->type != FORCE)) |
448 | { |
374 | { |
449 | |
|
|
450 | if (item->type == SPELL) |
375 | if (item->type == SPELL) |
|
|
376 | { |
451 | new_draw_info_format (NDI_UNIQUE | NDI_NAVY, 0, op, "You lose knowledge of %s.", &item->name); |
377 | new_draw_info_format (NDI_UNIQUE | NDI_NAVY, 0, op, "You lose knowledge of %s.", &item->name); |
|
|
378 | esrv_remove_spell (op->contr, item); |
|
|
379 | } |
452 | |
380 | |
453 | player_unready_range_ob (op->contr, item); |
|
|
454 | item->destroy (); |
381 | item->destroy (); |
455 | } |
382 | } |
456 | } |
383 | } |
457 | |
384 | |
458 | /* remove any godgiven items from the old god */ |
385 | /* remove any godgiven items from the old god */ |
459 | if (old_god) |
386 | if (old_god) |
460 | for (tr = old_god->randomitems->items; tr; tr = tr->next) |
387 | for (tr = old_god->randomitems->items; tr; tr = tr->next) |
461 | if (tr->item && QUERY_FLAG (tr->item, FLAG_STARTEQUIP)) |
388 | if (tr->item && tr->item->flag [FLAG_STARTEQUIP]) |
462 | follower_remove_similar_item (op, tr->item); |
389 | follower_remove_similar_item (op, tr->item); |
463 | |
390 | |
464 | if (!op || !new_god) |
391 | if (!op || !new_god) |
465 | return; |
392 | return; |
466 | |
393 | |
467 | if (op->race && new_god->slaying && strstr (op->race, new_god->slaying)) |
394 | if (new_god->slaying && op->race.contains (new_god->slaying)) |
468 | { |
395 | { |
469 | new_draw_info_format (NDI_UNIQUE | NDI_NAVY, 0, op, "Fool! %s detests your kind!", &new_god->name); |
396 | new_draw_info_format (NDI_UNIQUE | NDI_NAVY, 0, op, "Fool! %s detests your kind!", &new_god->name); |
470 | |
397 | |
471 | if (random_roll (0, op->level - 1, op, PREFER_LOW) - 5 > 0) |
398 | if (random_roll (0, op->level - 1, op, PREFER_LOW) - 5 > 0) |
472 | { |
399 | { |
… | |
… | |
475 | cast_magic_storm (op, tmp, new_god->level + 10); |
402 | cast_magic_storm (op, tmp, new_god->level + 10); |
476 | } |
403 | } |
477 | |
404 | |
478 | return; |
405 | return; |
479 | } |
406 | } |
480 | |
|
|
481 | |
407 | |
482 | /* give the player any special god-characteristic-items. */ |
408 | /* give the player any special god-characteristic-items. */ |
483 | for (tr = new_god->randomitems->items; tr; tr = tr->next) |
409 | for (tr = new_god->randomitems->items; tr; tr = tr->next) |
484 | { |
410 | { |
485 | if (tr->item && tr->item->invisible && tr->item->type != SPELLBOOK |
411 | if (tr->item && tr->item->invisible && tr->item->type != SPELLBOOK |
486 | && tr->item->type != BOOK && tr->item->type != SPELL) |
412 | && tr->item->type != BOOK && tr->item->type != SPELL) |
487 | god_gives_present (op, new_god, tr); |
413 | god_gives_present (op, new_god, tr); |
488 | } |
414 | } |
489 | |
415 | |
490 | |
|
|
491 | new_draw_info_format (NDI_UNIQUE | NDI_NAVY, 0, op, "You become a follower of %s!", &new_god->name); |
416 | new_draw_info_format (NDI_UNIQUE | NDI_NAVY, 0, op, "You become a follower of %s!", &new_god->name); |
492 | |
417 | |
493 | for (skop = op->inv; skop != NULL; skop = skop->below) |
418 | for (skop = op->inv; skop; skop = skop->below) |
494 | if (skop->type == SKILL && skop->subtype == SK_PRAYING) |
419 | if (skop->type == SKILL && skop->subtype == SK_PRAYING) |
495 | break; |
420 | break; |
496 | |
421 | |
497 | /* Player has no skill - give them the skill */ |
422 | /* Player has no skill - give them the skill */ |
498 | if (!skop) |
423 | if (!skop) |
499 | { |
|
|
500 | /* The arhetype should always be defined - if we crash here because it doesn't, |
424 | /* The archetype should always be defined - if we crash here because it doesn't, |
501 | * things are really messed up anyways. |
425 | * things are really messed up anyways. |
502 | */ |
426 | */ |
503 | skop = give_skill_by_name (op, get_archetype_by_type_subtype (SKILL, SK_PRAYING)->skill); |
427 | skop = give_skill_by_name (op, get_archetype_by_type_subtype (SKILL, SK_PRAYING)->skill); |
504 | link_player_skills (op); |
|
|
505 | } |
|
|
506 | |
428 | |
507 | sk_applied = QUERY_FLAG (skop, FLAG_APPLIED); /* save skill status */ |
429 | sk_applied = skop->flag [FLAG_APPLIED]; /* save skill status */ |
508 | |
430 | |
509 | /* Clear the "undead" status. We also need to force a call to change_abil, |
431 | /* Clear the "undead" status. We also need to force a call to change_abil, |
510 | * so I set undeadified for that. |
432 | * so I set undeadified for that. |
511 | * - gros, 21th July 2006. |
433 | * - gros, 21th July 2006. |
512 | */ |
434 | */ |
513 | if ((old_god) && (QUERY_FLAG (old_god, FLAG_UNDEAD))) |
435 | if (old_god && old_god->flag [FLAG_UNDEAD]) |
514 | { |
436 | { |
515 | CLEAR_FLAG (skop, FLAG_UNDEAD); |
437 | skop->clr_flag (FLAG_UNDEAD); |
516 | undeadified = 1; |
438 | undeadified = 1; |
517 | } |
439 | } |
518 | |
440 | |
519 | if (skop->title) |
441 | if (skop->title) |
520 | { /* get rid of old god */ |
442 | { |
|
|
443 | /* get rid of old god */ |
521 | new_draw_info_format (NDI_UNIQUE, 0, op, "%s's blessing is withdrawn from you.", &skop->title); |
444 | new_draw_info_format (NDI_UNIQUE, 0, op, "%s's blessing is withdrawn from you.", &skop->title); |
|
|
445 | |
522 | /* The point of this is to really show what abilities the player just lost */ |
446 | /* The point of this is to really show what abilities the player just lost */ |
523 | if (sk_applied || undeadified) |
447 | if (sk_applied || undeadified) |
524 | { |
448 | { |
525 | |
449 | skop->clr_flag (FLAG_APPLIED); |
526 | CLEAR_FLAG (skop, FLAG_APPLIED); |
|
|
527 | (void) change_abil (op, skop); |
450 | change_abil (op, skop); |
528 | } |
451 | } |
529 | } |
452 | } |
530 | |
453 | |
531 | /* now change to the new gods attributes to exp_obj */ |
454 | /* now change to the new gods attributes to exp_obj */ |
532 | skop->title = new_god->name; |
455 | skop->title = new_god->name; |
… | |
… | |
567 | * This also can happen for monks which cannot use weapons. In this case |
490 | * This also can happen for monks which cannot use weapons. In this case |
568 | * do not allow to use weapons even if the god otherwise would allow it. |
491 | * do not allow to use weapons even if the god otherwise would allow it. |
569 | */ |
492 | */ |
570 | if (!present_in_ob_by_name (FORCE, "no weapon force", op)) |
493 | if (!present_in_ob_by_name (FORCE, "no weapon force", op)) |
571 | update_priest_flag (new_god, skop, FLAG_USE_WEAPON); |
494 | update_priest_flag (new_god, skop, FLAG_USE_WEAPON); |
|
|
495 | |
572 | update_priest_flag (new_god, skop, FLAG_USE_ARMOUR); |
496 | update_priest_flag (new_god, skop, FLAG_USE_ARMOUR); |
573 | |
497 | |
574 | if (worship_forbids_use (op, skop, FLAG_USE_WEAPON, "weapons")) |
498 | if (worship_forbids_use (op, skop, FLAG_USE_WEAPON, "weapons")) |
575 | stop_using_item (op, WEAPON, 2); |
499 | stop_using_item (op, WEAPON, 2); |
576 | |
500 | |
… | |
… | |
581 | stop_using_item (op, BOOTS, 1); |
505 | stop_using_item (op, BOOTS, 1); |
582 | stop_using_item (op, GLOVES, 1); |
506 | stop_using_item (op, GLOVES, 1); |
583 | stop_using_item (op, SHIELD, 1); |
507 | stop_using_item (op, SHIELD, 1); |
584 | } |
508 | } |
585 | |
509 | |
586 | SET_FLAG (skop, FLAG_APPLIED); |
510 | skop->set_flag (FLAG_APPLIED); |
587 | (void) change_abil (op, skop); |
511 | change_abil (op, skop); |
588 | |
512 | |
589 | /* return to previous skill status */ |
513 | /* return to previous skill status */ |
590 | if (!sk_applied) |
514 | if (!sk_applied) |
591 | CLEAR_FLAG (skop, FLAG_APPLIED); |
515 | skop->clr_flag (FLAG_APPLIED); |
592 | |
516 | |
593 | check_special_prayers (op, new_god); |
517 | check_special_prayers (op, new_god); |
594 | } |
518 | } |
595 | |
519 | |
596 | /** |
|
|
597 | * Forbids or let player use something item type. |
|
|
598 | * op is the player. |
|
|
599 | * exp_obj is the widsom experience. |
|
|
600 | * flag is the flag to check against. |
|
|
601 | * string is the string to print out. |
|
|
602 | */ |
|
|
603 | |
|
|
604 | int |
|
|
605 | worship_forbids_use (object *op, object *exp_obj, uint32 flag, const char *string) |
|
|
606 | { |
|
|
607 | |
|
|
608 | if (QUERY_FLAG (op->arch, flag)) |
|
|
609 | if (QUERY_FLAG (op, flag) != QUERY_FLAG (exp_obj, flag)) |
|
|
610 | { |
|
|
611 | update_priest_flag (exp_obj, op, flag); |
|
|
612 | if (QUERY_FLAG (op, flag)) |
|
|
613 | new_draw_info_format (NDI_UNIQUE, 0, op, "You may use %s again.", string); |
|
|
614 | else |
|
|
615 | { |
|
|
616 | new_draw_info_format (NDI_UNIQUE, 0, op, "You are forbidden to use %s.", string); |
|
|
617 | return 1; |
|
|
618 | } |
|
|
619 | } |
|
|
620 | return 0; |
|
|
621 | } |
|
|
622 | |
|
|
623 | /** |
|
|
624 | * Unapplies up to number worth of items of type |
|
|
625 | */ |
|
|
626 | void |
|
|
627 | stop_using_item (object *op, int type, int number) |
|
|
628 | { |
|
|
629 | object *tmp; |
|
|
630 | |
|
|
631 | for (tmp = op->inv; tmp && number; tmp = tmp->below) |
|
|
632 | if (tmp->type == type && QUERY_FLAG (tmp, FLAG_APPLIED)) |
|
|
633 | { |
|
|
634 | apply_special (op, tmp, AP_UNAPPLY | AP_IGNORE_CURSE); |
|
|
635 | number--; |
|
|
636 | } |
|
|
637 | } |
|
|
638 | |
|
|
639 | /** |
|
|
640 | * If the god does/doesnt have this flag, we |
|
|
641 | * give/remove it from the experience object if it doesnt/does |
|
|
642 | * already exist. For players only! |
|
|
643 | */ |
|
|
644 | |
|
|
645 | void |
|
|
646 | update_priest_flag (object *god, object *exp_ob, uint32 flag) |
|
|
647 | { |
|
|
648 | if (QUERY_FLAG (god, flag) && !QUERY_FLAG (exp_ob, flag)) |
|
|
649 | SET_FLAG (exp_ob, flag); |
|
|
650 | else if (QUERY_FLAG (exp_ob, flag) && !QUERY_FLAG (god, flag)) |
|
|
651 | { |
|
|
652 | /* When this is called with the exp_ob set to the player, |
|
|
653 | * this check is broken, because most all players arch |
|
|
654 | * allow use of weapons. I'm not actually sure why this |
|
|
655 | * check is here - I guess if you had a case where the |
|
|
656 | * value in the archetype (wisdom) should over ride the restrictions |
|
|
657 | * the god places on it, this may make sense. But I don't think |
|
|
658 | * there is any case like that. |
|
|
659 | */ |
|
|
660 | |
|
|
661 | /* if (!(QUERY_FLAG(&(exp_ob->arch->clone),flag)))*/ |
|
|
662 | CLEAR_FLAG (exp_ob, flag); |
|
|
663 | }; |
|
|
664 | } |
|
|
665 | |
|
|
666 | |
|
|
667 | |
|
|
668 | archetype * |
520 | archetype * |
669 | determine_holy_arch (object *god, const char *type) |
521 | determine_holy_arch (object *god, shstr_cmp type) |
670 | { |
522 | { |
671 | treasure *tr; |
523 | treasure *tr; |
672 | |
524 | |
673 | if (!god || !god->randomitems) |
525 | if (!god || !god->randomitems) |
674 | { |
526 | { |
675 | LOG (llevError, "BUG: determine_holy_arch(): no god or god without " "randomitems\n"); |
527 | LOG (llevError, "BUG: determine_holy_arch(): no god or god without " "randomitems\n"); |
676 | return NULL; |
528 | return 0; |
677 | } |
529 | } |
678 | |
530 | |
679 | for (tr = god->randomitems->items; tr; tr = tr->next) |
531 | for (tr = god->randomitems->items; tr; tr = tr->next) |
680 | { |
532 | { |
681 | if (!tr->item) |
533 | if (!tr->item) |
682 | continue; |
534 | continue; |
683 | |
535 | |
684 | object *item = tr->item; |
536 | object *item = tr->item; |
685 | |
537 | |
686 | if (item->type == BOOK && item->invisible && strcmp (item->name, type) == 0) |
538 | if (item->type == BOOK && item->invisible && item->name == type) |
687 | return item->other_arch; |
539 | return item->other_arch; |
688 | } |
540 | } |
|
|
541 | |
689 | return NULL; |
542 | return 0; |
690 | } |
543 | } |
691 | |
544 | |
692 | /** |
545 | /** |
693 | * God helps player by removing curse and/or damnation. |
546 | * God helps player by removing curse and/or damnation. |
694 | */ |
547 | */ |
695 | static int |
548 | static int |
696 | god_removes_curse (object *op, int remove_damnation) |
549 | god_removes_curse (object *op, int remove_damnation) |
697 | { |
550 | { |
698 | object *tmp; |
|
|
699 | int success = 0; |
551 | int success = 0; |
700 | |
552 | |
701 | for (tmp = op->inv; tmp; tmp = tmp->below) |
553 | for (object *tmp = op->inv; tmp; tmp = tmp->below) |
702 | { |
554 | { |
703 | if (tmp->invisible) |
555 | if (tmp->invisible) |
704 | continue; |
556 | continue; |
|
|
557 | |
705 | if (QUERY_FLAG (tmp, FLAG_DAMNED) && !remove_damnation) |
558 | if (tmp->flag [FLAG_DAMNED] && !remove_damnation) |
706 | continue; |
559 | continue; |
707 | if (QUERY_FLAG (tmp, FLAG_CURSED) || QUERY_FLAG (tmp, FLAG_DAMNED)) |
560 | |
|
|
561 | if (tmp->flag [FLAG_CURSED] || tmp->flag [FLAG_DAMNED]) |
708 | { |
562 | { |
709 | success = 1; |
563 | success = 1; |
710 | CLEAR_FLAG (tmp, FLAG_DAMNED); |
564 | tmp->clr_flag (FLAG_DAMNED); |
711 | CLEAR_FLAG (tmp, FLAG_CURSED); |
565 | tmp->clr_flag (FLAG_CURSED); |
712 | CLEAR_FLAG (tmp, FLAG_KNOWN_CURSED); |
566 | tmp->clr_flag (FLAG_KNOWN_CURSED); |
713 | if (op->type == PLAYER) |
567 | |
|
|
568 | if (object *pl = tmp->visible_to ()) |
714 | esrv_send_item (op, tmp); |
569 | esrv_update_item (UPD_FLAGS, pl, tmp); |
715 | } |
570 | } |
716 | } |
571 | } |
717 | |
572 | |
718 | if (success) |
573 | if (success) |
719 | new_draw_info (NDI_UNIQUE, 0, op, "You feel like someone is helping you."); |
574 | new_draw_info (NDI_UNIQUE, 0, op, "You feel like someone is helping you."); |
|
|
575 | |
720 | return success; |
576 | return success; |
721 | } |
577 | } |
722 | |
578 | |
723 | static int |
579 | static int |
724 | follower_level_to_enchantments (int level, int difficulty) |
580 | follower_level_to_enchantments (int level, int difficulty) |
… | |
… | |
729 | return 0; |
585 | return 0; |
730 | } |
586 | } |
731 | |
587 | |
732 | if (level <= 20) |
588 | if (level <= 20) |
733 | return level / difficulty; |
589 | return level / difficulty; |
|
|
590 | |
734 | if (level <= 40) |
591 | if (level <= 40) |
735 | return (20 + (level - 20) / 2) / difficulty; |
592 | return (20 + (level - 20) / 2) / difficulty; |
736 | |
593 | |
737 | return (30 + (level - 40) / 4) / difficulty; |
594 | return (30 + (level - 40) / 4) / difficulty; |
|
|
595 | } |
|
|
596 | |
|
|
597 | /** |
|
|
598 | * God checks item the player is using. |
|
|
599 | * Return either -1 (bad), 0 (neutral) or |
|
|
600 | * 1 (item is ok). If you are using the item of an enemy |
|
|
601 | * god, it can be bad...-b.t. |
|
|
602 | */ |
|
|
603 | static int |
|
|
604 | god_examines_item (object *god, object *item) |
|
|
605 | { |
|
|
606 | char buf[MAX_BUF]; |
|
|
607 | |
|
|
608 | if (!god || !item) |
|
|
609 | return 0; |
|
|
610 | |
|
|
611 | if (!item->title) |
|
|
612 | return 1; /* unclaimed item are ok */ |
|
|
613 | |
|
|
614 | sprintf (buf, "of %s", &god->name); |
|
|
615 | if (!strcmp (&item->title, buf)) |
|
|
616 | return 1; /* belongs to that God */ |
|
|
617 | |
|
|
618 | if (god->title) |
|
|
619 | { /* check if we have any enemy blessed item */ |
|
|
620 | sprintf (buf, "of %s", &god->title); |
|
|
621 | if (!strcmp (&item->title, buf)) |
|
|
622 | { |
|
|
623 | if (item->env) |
|
|
624 | { |
|
|
625 | char buf[MAX_BUF]; |
|
|
626 | |
|
|
627 | sprintf (buf, "Heretic! You are using %s!", query_name (item)); |
|
|
628 | new_draw_info (NDI_UNIQUE | NDI_NAVY, 0, item->env, buf); |
|
|
629 | } |
|
|
630 | |
|
|
631 | return -1; |
|
|
632 | } |
|
|
633 | } |
|
|
634 | |
|
|
635 | return 0; /* item is sacred to a non-enemy god/or is otherwise magical */ |
738 | } |
636 | } |
739 | |
637 | |
740 | /** |
638 | /** |
741 | * God wants to enchant weapon. |
639 | * God wants to enchant weapon. |
742 | * Affected weapon is the applied one (weapon or bow). It's checked to make sure |
640 | * Affected weapon is the applied one (weapon or bow). It's checked to make sure |
… | |
… | |
744 | * attacktype, slaying and such. |
642 | * attacktype, slaying and such. |
745 | */ |
643 | */ |
746 | static int |
644 | static int |
747 | god_enchants_weapon (object *op, object *god, object *tr, object *skill) |
645 | god_enchants_weapon (object *op, object *god, object *tr, object *skill) |
748 | { |
646 | { |
749 | char buf[MAX_BUF]; |
|
|
750 | object *weapon; |
647 | object *weapon; |
751 | uint32 attacktype; |
648 | uint32 attacktype; |
752 | int tmp; |
649 | int tmp; |
753 | |
650 | |
754 | for (weapon = op->inv; weapon; weapon = weapon->below) |
651 | for (weapon = op->inv; weapon; weapon = weapon->below) |
755 | if ((weapon->type == WEAPON || weapon->type == BOW) && QUERY_FLAG (weapon, FLAG_APPLIED)) |
652 | if ((weapon->type == WEAPON || weapon->type == BOW) && weapon->flag [FLAG_APPLIED]) |
756 | break; |
653 | break; |
757 | |
654 | |
758 | if (weapon == NULL || god_examines_item (god, weapon) <= 0) |
655 | if (!weapon || god_examines_item (god, weapon) <= 0) |
759 | return 0; |
656 | return 0; |
760 | |
657 | |
761 | /* First give it a title, so other gods won't touch it */ |
658 | /* First give it a title, so other gods won't touch it */ |
762 | if (!weapon->title) |
659 | if (!weapon->title) |
763 | { |
660 | { |
764 | sprintf (buf, "of %s", &god->name); |
661 | weapon->title = format ("of %s", &god->name); |
765 | weapon->title = buf; |
662 | |
766 | if (op->type == PLAYER) |
663 | if (object *pl = weapon->visible_to ()) |
767 | esrv_update_item (UPD_NAME, op, weapon); |
664 | esrv_update_item (UPD_NAME, pl, weapon); |
|
|
665 | |
768 | new_draw_info (NDI_UNIQUE, 0, op, "Your weapon quivers as if struck!"); |
666 | new_draw_info (NDI_UNIQUE, 0, op, "Your weapon quivers as if struck!"); |
769 | } |
667 | } |
770 | |
668 | |
771 | /* Allow the weapon to slay enemies */ |
669 | /* Allow the weapon to slay enemies */ |
772 | if (!weapon->slaying && god->slaying) |
670 | if (!weapon->slaying && god->slaying) |
… | |
… | |
789 | tmp = follower_level_to_enchantments (skill->level, tr->level); |
687 | tmp = follower_level_to_enchantments (skill->level, tr->level); |
790 | if (weapon->magic < tmp) |
688 | if (weapon->magic < tmp) |
791 | { |
689 | { |
792 | new_draw_info (NDI_UNIQUE, 0, op, "A phosphorescent glow envelops your weapon!"); |
690 | new_draw_info (NDI_UNIQUE, 0, op, "A phosphorescent glow envelops your weapon!"); |
793 | weapon->magic++; |
691 | weapon->magic++; |
794 | if (op->type == PLAYER) |
692 | |
|
|
693 | if (object *pl = weapon->visible_to ()) |
795 | esrv_update_item (UPD_NAME, op, weapon); |
694 | esrv_update_item (UPD_NAME, pl, weapon); |
|
|
695 | |
796 | return 1; |
696 | return 1; |
797 | } |
697 | } |
798 | |
698 | |
799 | return 0; |
699 | return 0; |
|
|
700 | } |
|
|
701 | |
|
|
702 | /** |
|
|
703 | * Checks and maybe punishes someone praying. |
|
|
704 | * All applied items are examined, if player is using more items of other gods, |
|
|
705 | * s/he loses experience in praying or general experience if no praying. |
|
|
706 | */ |
|
|
707 | static int |
|
|
708 | god_examines_priest (object *op, object *god) |
|
|
709 | { |
|
|
710 | int reaction = 1; |
|
|
711 | object *item = NULL, *skop; |
|
|
712 | |
|
|
713 | for (item = op->inv; item; item = item->below) |
|
|
714 | if (item->flag [FLAG_APPLIED]) |
|
|
715 | reaction += god_examines_item (god, item) * (item->magic ? abs (item->magic) : 1); |
|
|
716 | |
|
|
717 | /* well, well. Looks like we screwed up. Time for god's revenge */ |
|
|
718 | if (reaction < 0) |
|
|
719 | { |
|
|
720 | int loss = 10000000; |
|
|
721 | int angry = abs (reaction); |
|
|
722 | |
|
|
723 | for (skop = op->inv; skop; skop = skop->below) |
|
|
724 | if (skop->type == SKILL && skop->subtype == SK_PRAYING) |
|
|
725 | break; |
|
|
726 | |
|
|
727 | if (skop) |
|
|
728 | loss = 0.05f * skop->stats.exp; |
|
|
729 | |
|
|
730 | change_exp (op, -random_roll (0, loss * angry - 1, op, PREFER_LOW), skop ? &skop->skill : "none", SK_SUBTRACT_SKILL_EXP); |
|
|
731 | |
|
|
732 | if (random_roll (0, angry, op, PREFER_LOW)) |
|
|
733 | { |
|
|
734 | object *tmp = get_archetype (LOOSE_MANA); |
|
|
735 | |
|
|
736 | cast_magic_storm (op, tmp, op->level + (angry * 3)); |
|
|
737 | } |
|
|
738 | |
|
|
739 | new_draw_info_format (NDI_UNIQUE | NDI_NAVY, 0, op, "%s becomes angry and punishes you!", &god->name); |
|
|
740 | } |
|
|
741 | |
|
|
742 | return reaction; |
800 | } |
743 | } |
801 | |
744 | |
802 | /** |
745 | /** |
803 | * Every once in a while the god will intervene to help the worshiper. |
746 | * Every once in a while the god will intervene to help the worshiper. |
804 | * Later, this fctn can be used to supply quests, etc for the |
747 | * Later, this fctn can be used to supply quests, etc for the |
805 | * priest. -b.t. |
748 | * priest. -b.t. |
806 | * called from pray_at_altar() currently. |
749 | * called from pray_at_altar() currently. |
807 | */ |
750 | */ |
808 | void |
751 | static void |
809 | god_intervention (object *op, object *god, object *skill) |
752 | god_intervention (object *op, object *god, object *skill) |
810 | { |
753 | { |
811 | treasure *tr; |
754 | treasure *tr; |
812 | |
755 | |
813 | if (!god || !god->randomitems) |
756 | if (!god || !god->randomitems) |
… | |
… | |
840 | if (tl == NULL) |
783 | if (tl == NULL) |
841 | continue; |
784 | continue; |
842 | |
785 | |
843 | new_draw_info (NDI_UNIQUE, 0, op, "Something appears before your eyes. You catch it before it falls to the ground."); |
786 | new_draw_info (NDI_UNIQUE, 0, op, "Something appears before your eyes. You catch it before it falls to the ground."); |
844 | |
787 | |
845 | create_treasure (tl, op, GT_STARTEQUIP | GT_ONLY_GOOD | GT_UPDATE_INV, skill->level, 0); |
788 | create_treasure (tl, op, GT_STARTEQUIP | GT_ONLY_GOOD, skill->level, 0); |
846 | return; |
789 | return; |
847 | } |
790 | } |
848 | |
791 | |
849 | if (!tr->item) |
792 | if (!tr->item) |
850 | continue; |
793 | continue; |
851 | |
794 | |
852 | item = tr->item; |
795 | item = tr->item; |
853 | |
796 | |
854 | /* Grace limit */ |
797 | /* Grace limit */ |
855 | if (item->type == BOOK && item->invisible && strcmp (item->name, "grace limit") == 0) |
798 | if (item->type == BOOK && item->invisible && item->name == shstr_grace_limit) |
856 | { |
799 | { |
857 | if (op->stats.grace < item->stats.grace || op->stats.grace < op->stats.maxgrace) |
800 | if (op->stats.grace < item->stats.grace || op->stats.grace < op->stats.maxgrace) |
858 | { |
801 | { |
859 | object *tmp; |
|
|
860 | |
|
|
861 | /* Follower lacks the required grace for the following |
802 | /* Follower lacks the required grace for the following |
862 | * treasure list items. */ |
803 | * treasure list items. */ |
863 | |
804 | |
864 | tmp = get_archetype (HOLY_POSSESSION); |
805 | object *tmp = get_archetype (HOLY_POSSESSION); |
865 | cast_change_ability (op, op, tmp, 0, 1); |
806 | cast_change_ability (op, op, tmp, 0, 1); |
866 | tmp->destroy (); |
807 | tmp->destroy (); |
867 | return; |
808 | return; |
868 | } |
809 | } |
869 | |
810 | |
870 | continue; |
811 | continue; |
871 | } |
812 | } |
872 | |
813 | |
873 | /* Restore grace */ |
814 | /* Restore grace */ |
874 | if (item->type == BOOK && item->invisible && strcmp (item->name, "restore grace") == 0) |
815 | if (item->type == BOOK && item->invisible && item->name == shstr_restore_grace) |
875 | { |
816 | { |
876 | if (op->stats.grace >= 0) |
817 | if (op->stats.grace >= 0) |
877 | continue; |
818 | continue; |
|
|
819 | |
878 | op->stats.grace = random_roll (0, 9, op, PREFER_HIGH); |
820 | op->stats.grace = random_roll (0, 9, op, PREFER_HIGH); |
879 | new_draw_info (NDI_UNIQUE, 0, op, "You are returned to a state of grace."); |
821 | new_draw_info (NDI_UNIQUE, 0, op, "You are returned to a state of grace."); |
880 | return; |
822 | return; |
881 | } |
823 | } |
882 | |
824 | |
883 | /* Heal damage */ |
825 | /* Heal damage */ |
884 | if (item->type == BOOK && item->invisible && strcmp (item->name, "restore hitpoints") == 0) |
826 | if (item->type == BOOK && item->invisible && strcmp (item->name, "restore hitpoints") == 0) |
885 | { |
827 | { |
886 | if (op->stats.hp >= op->stats.maxhp) |
828 | if (op->stats.hp >= op->stats.maxhp) |
887 | continue; |
829 | continue; |
|
|
830 | |
888 | new_draw_info (NDI_UNIQUE, 0, op, "A white light surrounds and heals you!"); |
831 | new_draw_info (NDI_UNIQUE, 0, op, "A white light surrounds and heals you!"); |
889 | op->stats.hp = op->stats.maxhp; |
832 | op->stats.hp = op->stats.maxhp; |
890 | return; |
833 | return; |
891 | } |
834 | } |
892 | |
835 | |
… | |
… | |
898 | /* Restore to 50 .. 100%, if sp < 50% */ |
841 | /* Restore to 50 .. 100%, if sp < 50% */ |
899 | int new_sp = (int) (random_roll (1000, 1999, op, PREFER_HIGH) / 2000.0 * max); |
842 | int new_sp = (int) (random_roll (1000, 1999, op, PREFER_HIGH) / 2000.0 * max); |
900 | |
843 | |
901 | if (op->stats.sp >= max / 2) |
844 | if (op->stats.sp >= max / 2) |
902 | continue; |
845 | continue; |
|
|
846 | |
903 | new_draw_info (NDI_UNIQUE, 0, op, "A blue lightning strikes " "your head but doesn't hurt you!"); |
847 | new_draw_info (NDI_UNIQUE, 0, op, "A blue lightning strikes your head but doesn't hurt you!"); |
904 | op->stats.sp = new_sp; |
848 | op->stats.sp = new_sp; |
905 | } |
849 | } |
906 | |
850 | |
907 | /* Various heal spells */ |
851 | /* Various heal spells */ |
908 | if (item->type == BOOK && item->invisible && strcmp (item->name, "heal spell") == 0) |
852 | if (item->type == BOOK && item->invisible && strcmp (item->name, "heal spell") == 0) |
909 | { |
853 | { |
910 | object *tmp; |
|
|
911 | int success; |
|
|
912 | |
|
|
913 | tmp = get_archetype_by_object_name (item->slaying); |
854 | object *tmp = archetype::get (item->slaying); |
914 | |
|
|
915 | success = cast_heal (op, op, tmp, 0); |
855 | int success = cast_heal (op, op, tmp, 0); |
916 | tmp->destroy (); |
856 | tmp->destroy (); |
|
|
857 | |
917 | if (success) |
858 | if (success) |
918 | return; |
859 | return; |
919 | else |
860 | else |
920 | continue; |
861 | continue; |
921 | } |
862 | } |
… | |
… | |
943 | { |
884 | { |
944 | object *depl; |
885 | object *depl; |
945 | archetype *at; |
886 | archetype *at; |
946 | int i; |
887 | int i; |
947 | |
888 | |
948 | if ((at = archetype::find (ARCH_DEPLETION)) == NULL) |
889 | if ((at = archetype::find (shstr_depletion)) == NULL) |
949 | { |
890 | { |
950 | LOG (llevError, "Could not find archetype depletion.\n"); |
891 | LOG (llevError, "Could not find archetype depletion.\n"); |
951 | continue; |
892 | continue; |
952 | } |
893 | } |
|
|
894 | |
953 | depl = present_arch_in_ob (at, op); |
895 | depl = present_arch_in_ob (at, op); |
954 | |
896 | |
955 | if (depl == NULL) |
897 | if (depl == NULL) |
956 | continue; |
898 | continue; |
957 | |
899 | |
… | |
… | |
1017 | |
959 | |
1018 | new_draw_info (NDI_UNIQUE, 0, op, "You feel rapture."); |
960 | new_draw_info (NDI_UNIQUE, 0, op, "You feel rapture."); |
1019 | } |
961 | } |
1020 | |
962 | |
1021 | /** |
963 | /** |
1022 | * Checks and maybe punishes someone praying. |
964 | * Player prays at altar. |
1023 | * All applied items are examined, if player is using more items of other gods, |
965 | * Checks for god changing, divine intervention, and so on. |
1024 | * s/he loses experience in praying or general experience if no praying. |
|
|
1025 | */ |
966 | */ |
1026 | int |
967 | void |
1027 | god_examines_priest (object *op, object *god) |
968 | pray_at_altar (object *pl, object *altar, object *skill) |
1028 | { |
969 | { |
1029 | int reaction = 1; |
970 | object *pl_god = find_god (determine_god (pl)); |
1030 | object *item = NULL, *skop; |
|
|
1031 | |
971 | |
1032 | for (item = op->inv; item; item = item->below) |
972 | if (INVOKE_PLAYER (PRAY_ALTAR, pl->contr, ARG_OBJECT (altar), ARG_OBJECT (skill))) |
1033 | { |
|
|
1034 | if (QUERY_FLAG (item, FLAG_APPLIED)) |
|
|
1035 | { |
|
|
1036 | reaction += god_examines_item (god, item) * (item->magic ? abs (item->magic) : 1); |
|
|
1037 | } |
|
|
1038 | } |
|
|
1039 | |
|
|
1040 | /* well, well. Looks like we screwed up. Time for god's revenge */ |
|
|
1041 | if (reaction < 0) |
|
|
1042 | { |
|
|
1043 | int loss = 10000000; |
|
|
1044 | int angry = abs (reaction); |
|
|
1045 | |
|
|
1046 | for (skop = op->inv; skop != NULL; skop = skop->below) |
|
|
1047 | if (skop->type == SKILL && skop->subtype == SK_PRAYING) |
|
|
1048 | break; |
|
|
1049 | |
|
|
1050 | if (skop) |
|
|
1051 | loss = (int) (0.05 * (float) skop->stats.exp); |
|
|
1052 | change_exp (op, -random_roll (0, loss * angry - 1, op, PREFER_LOW), skop ? &skop->skill : "none", SK_SUBTRACT_SKILL_EXP); |
|
|
1053 | if (random_roll (0, angry, op, PREFER_LOW)) |
|
|
1054 | { |
|
|
1055 | object *tmp = get_archetype (LOOSE_MANA); |
|
|
1056 | |
|
|
1057 | cast_magic_storm (op, tmp, op->level + (angry * 3)); |
|
|
1058 | } |
|
|
1059 | new_draw_info_format (NDI_UNIQUE | NDI_NAVY, 0, op, "%s becomes angry and punishes you!", &god->name); |
|
|
1060 | } |
|
|
1061 | return reaction; |
|
|
1062 | } |
|
|
1063 | |
|
|
1064 | /** |
|
|
1065 | * God checks item the player is using. |
|
|
1066 | * Return either -1 (bad), 0 (neutral) or |
|
|
1067 | * 1 (item is ok). If you are using the item of an enemy |
|
|
1068 | * god, it can be bad...-b.t. |
|
|
1069 | */ |
|
|
1070 | |
|
|
1071 | int |
|
|
1072 | god_examines_item (object *god, object *item) |
|
|
1073 | { |
|
|
1074 | char buf[MAX_BUF]; |
|
|
1075 | |
|
|
1076 | if (!god || !item) |
|
|
1077 | return 0; |
973 | return; |
1078 | |
974 | |
1079 | if (!item->title) |
975 | /* If non consecrate altar, don't do anything */ |
1080 | return 1; /* unclaimed item are ok */ |
976 | if (!altar->other_arch) |
|
|
977 | return; |
1081 | |
978 | |
1082 | sprintf (buf, "of %s", &god->name); |
979 | /* hmm. what happend depends on pl's current god, level, etc */ |
1083 | if (!strcmp (item->title, buf)) |
980 | if (!pl_god) |
1084 | return 1; /* belongs to that God */ |
981 | { /*new convert */ |
|
|
982 | become_follower (pl, altar->other_arch); |
|
|
983 | return; |
|
|
984 | } |
|
|
985 | else if (pl_god->name == altar->other_arch->object::name) |
|
|
986 | { |
|
|
987 | /* pray at your gods altar */ |
|
|
988 | /* this leads to very low levels of wis and pray to result in no doubling! */ |
|
|
989 | int bonus = (pl->stats.Wis + skill->level) / 10; |
1085 | |
990 | |
1086 | if (god->title) |
991 | /* we can get neg grace up faster */ |
1087 | { /* check if we have any enemy blessed item */ |
992 | if (pl->stats.grace < 0) |
1088 | sprintf (buf, "of %s", &god->title); |
993 | pl->stats.grace += (bonus > -1 * (pl->stats.grace / 10) ? bonus : -1 * (pl->stats.grace / 10)); |
1089 | if (!strcmp (item->title, buf)) |
994 | |
|
|
995 | /* we can super-charge grace to 2x max */ |
|
|
996 | if (pl->stats.grace < 2 * pl->stats.maxgrace) |
|
|
997 | pl->stats.grace += bonus / 2; |
|
|
998 | else |
|
|
999 | pl->stats.grace = 2 * pl->stats.maxgrace; |
|
|
1000 | |
|
|
1001 | /* Every once in a while, the god decides to checkup on their |
|
|
1002 | * follower, and may intervene to help them out. |
1090 | { |
1003 | */ |
1091 | if (item->env) |
1004 | bonus = max (1, bonus + max (pl->stats.luck, -3)); /* -- DAMN -- */ |
|
|
1005 | |
|
|
1006 | if (((random_roll (0, 399, pl, PREFER_LOW)) - bonus) < 0) |
|
|
1007 | god_intervention (pl, pl_god, skill); |
|
|
1008 | } |
|
|
1009 | else |
|
|
1010 | { /* praying to another god! */ |
|
|
1011 | uint64 loss = 0; |
|
|
1012 | int angry = 1; |
|
|
1013 | |
|
|
1014 | /* I believe the logic for detecting opposing gods was completely |
|
|
1015 | * broken - I think it should work now. altar->other_arch |
|
|
1016 | * points to the god of this altar (which we have |
|
|
1017 | * already verified is non null). pl_god->other_arch |
|
|
1018 | * is the opposing god - we need to verify that exists before |
|
|
1019 | * using its values. |
|
|
1020 | */ |
|
|
1021 | if (pl_god->other_arch && (altar->other_arch->archname == pl_god->other_arch->archname)) |
|
|
1022 | { |
|
|
1023 | angry = 2; |
|
|
1024 | if (random_roll (0, skill->level + 2, pl, PREFER_LOW) - 5 > 0) |
1092 | { |
1025 | { |
1093 | char buf[MAX_BUF]; |
1026 | object *tmp; |
1094 | |
1027 | |
1095 | sprintf (buf, "Heretic! You are using %s!", query_name (item)); |
1028 | /* you really screwed up */ |
1096 | new_draw_info (NDI_UNIQUE | NDI_NAVY, 0, item->env, buf); |
1029 | angry = 3; |
|
|
1030 | new_draw_info_format (NDI_UNIQUE | NDI_NAVY, 0, pl, "Foul Priest! %s punishes you!", &pl_god->name); |
|
|
1031 | tmp = get_archetype (LOOSE_MANA); |
|
|
1032 | cast_magic_storm (pl, tmp, pl_god->level + 20); |
1097 | } |
1033 | } |
1098 | return -1; |
1034 | else |
1099 | } |
1035 | new_draw_info_format (NDI_UNIQUE | NDI_NAVY, 0, pl, "Foolish heretic! %s is livid!", &pl_god->name); |
1100 | } |
|
|
1101 | |
|
|
1102 | return 0; /* item is sacred to a non-enemy god/or is otherwise magical */ |
|
|
1103 | } |
|
|
1104 | |
|
|
1105 | /** |
|
|
1106 | * Returns priest's god's id. |
|
|
1107 | * Straight calls lookup_god_by_name |
|
|
1108 | */ |
|
|
1109 | |
|
|
1110 | int |
|
|
1111 | get_god (object *priest) |
|
|
1112 | { |
|
|
1113 | int godnr = lookup_god_by_name (determine_god (priest)); |
|
|
1114 | |
|
|
1115 | return godnr; |
|
|
1116 | } |
|
|
1117 | |
|
|
1118 | /** |
|
|
1119 | * Returns a string that is the name of the god that should be natively worshipped by a |
|
|
1120 | * creature of who has race *race |
|
|
1121 | * if we can't find a god that is appropriate, we return NULL |
|
|
1122 | */ |
|
|
1123 | const char * |
|
|
1124 | get_god_for_race (const char *race) |
|
|
1125 | { |
|
|
1126 | godlink *gl = first_god; |
|
|
1127 | const char *godname = NULL; |
|
|
1128 | |
|
|
1129 | if (race == NULL) |
|
|
1130 | return NULL; |
|
|
1131 | while (gl) |
|
|
1132 | { |
|
|
1133 | if (!strcasecmp (gl->arch->race, race)) |
|
|
1134 | { |
1036 | } |
1135 | godname = gl->name; |
1037 | else |
1136 | break; |
1038 | new_draw_info_format (NDI_UNIQUE | NDI_NAVY, 0, pl, "Heretic! %s is angered!", &pl_god->name); |
|
|
1039 | |
|
|
1040 | /* whether we will be successfull in defecting or not - |
|
|
1041 | * we lose experience from the clerical experience obj |
|
|
1042 | */ |
|
|
1043 | |
|
|
1044 | loss = angry * (skill->stats.exp / 10); |
|
|
1045 | if (loss) |
|
|
1046 | change_exp (pl, -random_roll64 (0, loss, pl, PREFER_LOW), skill ? &skill->skill : "none", SK_SUBTRACT_SKILL_EXP); |
|
|
1047 | |
|
|
1048 | /* May switch Gods, but its random chance based on our current level |
|
|
1049 | * note it gets harder to swap gods the higher we get |
|
|
1050 | */ |
|
|
1051 | if ((angry == 1) && !(random_roll (0, skill->level, pl, PREFER_LOW))) |
|
|
1052 | become_follower (pl, altar->other_arch); |
|
|
1053 | else |
1137 | } |
1054 | { |
1138 | gl = gl->next; |
1055 | /* toss this player off the altar. He can try again. */ |
|
|
1056 | new_draw_info (NDI_UNIQUE | NDI_NAVY, 0, pl, "A divine force pushes you off the altar."); |
|
|
1057 | pl->contr->fire_on = 0; |
|
|
1058 | pl->speed_left = 1.f; |
|
|
1059 | move_player (pl, absdir (pl->facing + 4)); /* back him off the way he came. */ |
|
|
1060 | } |
1139 | } |
1061 | } |
1140 | return godname; |
|
|
1141 | } |
1062 | } |
1142 | |
1063 | |
1143 | /** |
1064 | /** |
1144 | * Changes the attributes of cone, smite, and ball spells as needed by the code. |
1065 | * Changes the attributes of cone, smite, and ball spells as needed by the code. |
1145 | * Returns false if there was no race to assign to the slaying field of the spell, but |
1066 | * Returns false if there was no race to assign to the slaying field of the spell, but |